/Engine/Source/Runtime/Engine/Classes/GameFramework/Pawn.h
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/
class APawn : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavAgentInterface](API\Runtime\Engine\AI\Navigation\INavAgentInterface)
TSubclassOf<AC...
AIControllerClass
Default class to use when pawn is controlled by AI.
float
AllowedYawError
Max difference between pawn's Rotation.Yaw and GetDesiredRotation().Yaw for pawn to be considered as having reached its desired rotation
EAutoPossessAI
AutoPossessAI
Determines when the Pawn creates and is possessed by an AI Controller (on level start, when spawned, etc).
TEnumAsByte<EA...
AutoPossessPlayer
Determines which PlayerController, if any, should automatically possess the pawn when the level starts or when the pawn is spawned.
float
BaseEyeHeight
Base eye height above collision center.
uint32:  1
bCanAffectNavigationGeneration
If set to false (default) given pawn instance will never affect navigation generation (but components could).
uint32:  1
bIsLocalViewTarget
float
BlendedReplayViewPitch
Playback of replays writes blended pitch to this, rather than the RemoteViewPitch.
uint32: 1
bUseControllerRotationPitch
If true, this Pawn's pitch will be updated to match the Controller's ControlRotation pitch, if controlled by a PlayerController.
uint32: 1
bUseControllerRotationRoll
If true, this Pawn's roll will be updated to match the Controller's ControlRotation roll, if controlled by a PlayerController.
uint32: 1
bUseControllerRotationYaw
If true, this Pawn's yaw will be updated to match the Controller's ControlRotation yaw, if controlled by a PlayerController.
FVector
ControlInputVector
Accumulated control input vector, stored in world space.
TObjectPtr<ACo...
Controller
Controller currently possessing this Actor
FVector
LastControlInputVector
The last control input vector that was processed byConsumeMovementInputVector().
TObjectPtr<ACo...
LastHitBy
Controller of the last Actor that caused us damage.
TSubclassOf<UI...
OverrideInputComponentClass
If set, then this InputComponent class will be used instead of the Input Settings' DefaultInputComponentClass
TObjectPtr<ACo...
PreviousController
Previous controller that was controlling this pawn since the last controller change notification
FPawnController...
ReceiveControllerChangedDelegate
Event called after a pawn's controller has changed, on the server and owning client.
FPawnRestartedS...
ReceiveRestartedDelegate
Event called after a pawn has been restarted, usually by a possession change.
uint8
RemoteViewPitch
Replicated so we can see where remote clients are looking.